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#1 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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Genferret, thanks for, ah, ferreting that out while I was away
![]() ![]() If using the games native emblem facility turns out to be feasible, I'll post back here with the results (unless someone else beats me to it:rotfl ![]() |
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#2 | |
Loader
![]() Join Date: Mar 2007
Posts: 85
Downloads: 41
Uploads: 0
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![]() Quote:
![]() Quick question. When I open the tower files in PS they're 1024x1024, but the files you linked to (at least the Porpoise ones) are 2048x2048. Is that because when editing them you just like to have them at a higher resolution, or is PS not opening the .dds files at the correct size? I downloaded the DDS plugin for Photoshop, which I found a link to in an old texturing tutorial thread by CaptainCox. |
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#3 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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Those psd files are that resolution because we use Foo's super high res skins as the base for our killflags. If you're using one of his skins (or any other that's 2048x2048) you should be able to just paste the base skin texture behind the emblem for a high quality skin. You can find his skins at FooFighters Silent Hunter 4 sub skins page.
If you want to use the existing textures, then you could resize the psd file to match the skin size. I forgot to mention earlier that, when I save to dds, I have PS create mip-maps. I've heard (long ago, in a galaxy far away), that saving without them makes the emblems disappear at distance. I never experienced, it but.......... I also forgot to mention that if you would like a skin that changes from the early war black to the later war grey color, you can combine skins. Take all the ..T01 and ...O01 files from the black skin and the ...T02 and ...O02 files from the weathered or clean skin and the skin will reflect the paint scheme used at a particular point in the war. Just make sure they're in the same places they were in in the original skin. Thanks for the props on RSM, I'm glad it's doing it's job for you ![]() |
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#4 |
Commander
![]() Join Date: Aug 2004
Location: Linkoping, Sweden
Posts: 479
Downloads: 176
Uploads: 0
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Thanks all. Now that problem again with having hours before gettin home....
![]() /OB
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![]() SHIV:TMo 2.5, RSRD, SCAF OLC, Ralle's modpack SHIV: WDAD, Med Campaign SHIII: GWX3 GOLD, OLCII Gold, ACM-reloaded interface mod, SHIIIcmndr 3.2, Full Realism/DiD SHIII: LSH3 2015 Cold Waters with all bells and whistles Finally SHV but still unmodded and still a noob.... ![]() |
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#5 |
A-ganger
![]() Join Date: Apr 2005
Location: Hungary
Posts: 75
Downloads: 12
Uploads: 0
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So how can I place an emblem on my German Uboot?:hmm:
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#6 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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It would be the exact same concept, but you would use the textures for the Uboats (i.e. NSS_Uboat9D2_Turm_T01.dds in the same texture folder as the American boats. I couldn't tell you exactly where to place them, though, because I don't play Uboats anymore.
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#7 |
Watch Officer
![]() Join Date: Jul 2004
Location: Pittsburgh, PA
Posts: 342
Downloads: 54
Uploads: 0
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I really Need Help
![]() I have PS3, d/l the dds plug in from NVidia but when I open a conning tower dds file I get this: ![]() Is this correct? Now what? Do I just create a new layer in PS and past a color image of a flag on the tower, resize it and then save it? How does this work? Thanks for your help.
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